It looks great so far and I agree with all of the previous comments but I would also recommend some more work with lighting. Sci-fi scenes give the artist an opportunity to play with whatever lights he or she wants. Right now everything is an overall white wash and that is futuristic yet its not appealing in this sense. I…
I imported a PLY model with vertex color embedded into 3DS Max. I then UV unwrapped it and need to transfer the vertex colors to a diffuse material. How do I directly transfer this color information to a bitmap without altering the color based on the ambient light of the scene? I read somewhere that it could be done…
I am a college student currently working on her thesis film and I need a 3D background artist to help me light/texture my backgrounds in Maya using UV wrapping. What I am looking for: 1. MUST KNOW HOW TO RENDER EITHER IN MENTAL RAY OR ARNOLD OR REDSHIFT 2. take the UVs and create the textures in Photoshop 3. Someone who…
So, I'm having this same problem right now with some trees. Here's my process. -Tree trunk unwrapped on first MAT Channel -Leaf planes unwrapped on second MAT Channel -Apply Multi-SO for each material -Nothing overlapping for lightmap on Map Channel 2 (via Flatten and various different custom unwraps) -Export as .ASE with…
Small update. Edited the length of the lightsaber - both the hilt and the blade. Small texture edits. Thickened the cloak. Improved overall skinning - especially for the little cannisters on the belt. Created custom eyelashes (I was previously using the metahuman ones). I think I'm going to call it on texture/mesh edits…
Some quick glance things I see Look to modeling to improve the rocks. Model in destinct shapes to reflect the texture. Hard edges, strong shapes to catch lighting, cast shadows on itself, etc. Will have a huge impact, as well as modeling large, medium and small stones to compliment the transition into ground. The small…
Use your buffer visualization mode to check specular/roughness differences, check it under different lighting conditions (ie: when the sun is behind the grass, does it get darker than the landscape?). This is sort of to be expected, though; grass cards are generally perpendicular to the landscape so they will receive light…
Hi, i am working on a mod for a game that uses old, non PBR shaders. Preamble: I'm making textures for my models in Substance Designer&Painter, using PBR workflow - simply becaue, i want to be future proof aka. i dont want redo everything in case i want to re-use them in a newer game engine. The main issue i have with this…
Theres been a pretty serious lighting problem with some of my meshes, which I've been stupidly ignoring for a while now. Now I just want to know what I'm doing to my lightmaps that I shouldn't be. My UV's are definitely more than 3 pixels apart and theres no overlapping going on. The problem mainly affects my modular…